控制绑定动画Python脚本编写(1/2)
Python脚本可以用于自动化并控制在 Sequencer 中 控制绑定 动画制作的各个部分。该文档介绍通过控制绑定、动画模式以及其它流程制作动画时使用Python的主要方式。
先决条件
- 你对于虚幻引擎Python脚本编写和Sequencer脚本编写有一定经验。
- 你了解如何创建和使用控制绑定。
创建控制绑定轨道
创建控制绑定轨道与通常在Sequencer中创建轨道略有不同。控制绑定轨道需要创建一个定义的控制绑定g类。要创建控制绑定轨道,使用以下指令:
# 获取编辑器世界
editor_system = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
world = editor_system.get_editor_world()
# 获取绑定类
rig_class = unreal.FKControlRig.static_class()
# 通过关卡序列和Actor绑定,我们可以从类中找到或者创建控制绑定轨道
rig_track = unreal.ControlRigSequencerLibrary.find_or_create_control_rig_track(world, level_sequence, rig_class, actor_binding)
# 从默认网格体中获取actor_binding
level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_focused_level_sequence()
skeletal_mesh_component = rig.get_preview_mesh()
actor_binding = level_sequence.add_spawnable_from_instance(skeletal_mesh_component)
# 从骨骼网格体路径中获取actor_binding
skeletal_mesh_component = unreal.load_asset(skeletal_mesh_path)
actor_binding = level_sequence.add_spawnable_from_instance(skeletal_mesh_component)
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获取编辑器世界
editor_system = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) world = editor_system.get_editor_world()
获取绑定类
rig_class = unreal.FKControlRig.static_class()
通过关卡序列和Actor绑定,我们可以从类中找到或者创建控制绑定轨道
rig_track = unreal.ControlRigSequencerLibrary.find_or_create_control_rig_track(world, level_sequence, rig_class, actor_binding)
从默认网格体中获取actor_binding
level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_focused_level_sequence() skeletal_mesh_component = rig.get_preview_mesh() actor_binding = level_sequence.add_spawnable_from_instance(skeletal_mesh_component)
从骨骼网格体路径中获取actor_binding
skeletal_mesh_component = unreal.load_asset(skeletal_mesh_path) actor_binding = level_sequence.add_spawnable_from_instance(skeletal_mesh_component)
创建控制绑定轨道
与FK控制绑定轨道一样,你需要获得特定的控制绑定类:
# 获取编辑器世界
world = unreal.EditorLevelLibrary.get_editor_world()
# 获取控制绑定资产
rig = unreal.load_asset("/Game/Animation/ControlRig/Mannequin_ControlRig")
# 获取绑定类
rig_class = rig.get_control_rig_class()
# 通过关卡序列和Actor绑定,我们可以从类中找到或者创建控制绑定轨道
rig_track = unreal.ControlRigSequencerLibrary.find_or_create_control_rig_track(world,level_sequence, rig_class, actor_binding)
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获取编辑器世界
world = unreal.EditorLevelLibrary.get_editor_world()
获取控制绑定资产
rig = unreal.load_asset("/Game/Animation/ControlRig/Mannequin_ControlRig")
获取绑定类
rig_class = rig.get_control_rig_class()
通过关卡序列和Actor绑定,我们可以从类中找到或者创建控制绑定轨道
rig_track = unreal.ControlRigSequencerLibrary.find_or_create_control_rig_track(world,level_sequence, rig_class, actor_binding)
分层控制绑定
创建分层控制绑定轨道
创建分层控制绑定轨道的方法与添加普通控制绑定轨道轨道基本相同,只是在 find_or_create_control_rig_track 中使用了 is_layered 关键字参数。
# 获取编辑器世界
editor_system = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
world = editor_system.get_editor_world()
# 获取控制绑定资产
rig = unreal.load_asset("/Game/Animation/ControlRig/Mannequin_ControlRig")
# 获取绑定类
rig_class = rig.get_control_rig_class()
# 通过关卡序列和Actor绑定,我们可以从类中找到或者创建控制绑定轨道
rig_track = unreal.ControlRigSequencerLibrary.find_or_create_control_rig_track(world, level_sequence, rig_class, actor_binding, is_layered_control_rig = True)
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获取编辑器世界
editor_system = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) world = editor_system.get_editor_world()
获取控制绑定资产
rig = unreal.load_asset("/Game/Animation/ControlRig/Mannequin_ControlRig")
获取绑定类
rig_class = rig.get_control_rig_class()
通过关卡序列和Actor绑定,我们可以从类中找到或者创建控制绑定轨道
rig_track = unreal.ControlRigSequencerLibrary.find_or_create_control_rig_track(world, level_sequence, rig_class, actor_binding, is_layered_control_rig = True)
检查控制绑定是否分层
要确定控制绑定是否分层,可以在 ControlRigSequencerBindingProxy 实例中的控制绑定对象里进行检查。
# 获取Sequencer中的首个控制绑定,然后获取绑定对象
rig_proxy = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)[0]
rig = rig_proxy.control_rig
print(unreal.ControlRigSequencerLibrary.is_layered_control_rig(rig))
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获取Sequencer中的首个控制绑定,然后获取绑定对象
rig_proxy = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)[0] rig = rig_proxy.control_rig
print(unreal.ControlRigSequencerLibrary.is_layered_control_rig(rig))
变更绑定求值顺序
你可以将多个控制绑定分层,并更改优先顺序。分层控制绑定的运行方式与带子序列的层级偏差类似,都是先按最高数字进行求值。例如,如果 FKControlRig 设置为 100 ,而 CR_Mannequin_Body 设置为 99 ,那么 FKControlRig 将先求值。
# 在Sequencer内获取绑定
rigs = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
# 循环遍历所有绑定
for rig in rigs:
rig_track = rig.track
rig_obj = rig.control_rig
# 获取并设置优先顺序
print(unreal.ControlRigSequencerLibrary.get_control_rig_priority_order(rig_track))
unreal.ControlRigSequencerLibrary.set_control_rig_priority_order(rig_track, 200)
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在Sequencer内获取绑定
rigs = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
循环遍历所有绑定
for rig in rigs:
rig_track = rig.track
rig_obj = rig.control_rig
# 获取并设置优先顺序
print(unreal.ControlRigSequencerLibrary.get_control_rig_priority_order(rig_track)) unreal.ControlRigSequencerLibrary.set_control_rig_priority_order(rig_track, 200)
更改分层模式
你还可以在绑定轨道上更改其模式:
unreal.ControlRigSequencerLibrary.set_control_rig_layered_mode(rig_track, True)
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unreal.ControlRigSequencerLibrary.set_control_rig_layered_mode(rig_track, True)
屏蔽分段
对于只想显示部分控制点的分段,你可以在Python中设置屏蔽:
# 获取控制绑定轨道和分段至关键帧
ls = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
rig = unreal.ControlRigSequencerLibrary.get_control_rigs(ls)[0]
rig_track = rig.track
keyed_section = rig_track.get_section_to_key()
# 隐藏关键帧分段上的这些具体控制点
ctrls = ["thigh_l_fk_ctrl", "calf_l_fk_ctrl", "foot_l_fk_ctrl", "ball_l_fk_ctrl"]
unreal.ControlRigSequencerLibrary.set_controls_mask(keyed_section, ctrls, False)
# 显示所有控制点
unreal.ControlRigSequencerLibrary.show_all_controls(keyed_section)
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获取控制绑定轨道和分段至关键帧
ls = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence() rig = unreal.ControlRigSequencerLibrary.get_control_rigs(ls)[0] rig_track = rig.track keyed_section = rig_track.get_section_to_key()
隐藏关键帧分段上的这些具体控制点
ctrls = ["thigh_l_fk_ctrl", "calf_l_fk_ctrl", "foot_l_fk_ctrl", "ball_l_fk_ctrl"] unreal.ControlRigSequencerLibrary.set_controls_mask(keyed_section, ctrls, False)
显示所有控制点
unreal.ControlRigSequencerLibrary.show_all_controls(keyed_section)
动画控制
以下示例解释了编辑动画控制的几种方式。
控制选择
以下指令可以用于选择控制并且检索控制选择:
# 获取Sequncer中的控制绑定,返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
# 获取第一个代理,假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
# 从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
# 选择一个指定的控制
rig.select_control("body_ctrl")
# 获取当前控制选择
selected_controls = rig.current_control_selection()
print(selected_controls)
# 清空控制选择
rig.clear_control_selection()
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获取Sequncer中的控制绑定,返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
获取第一个代理,假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
选择一个指定的控制
rig.select_control("body_ctrl")
获取当前控制选择
selected_controls = rig.current_control_selection() print(selected_controls)
清空控制选择
rig.clear_control_selection()
获取并设置控制数值
可以使用以下指令在任意帧数从任何控制中获取指定的数值:
# 获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
# 获取第0帧
frame_num = unreal.FrameNumber(0)
# 抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
# 从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
# 获取本地控制数值,每个控制类型都会有其自己的功能
transform = unreal.ControlRigSequencerLibrary.get_local_control_rig_transform(level_sequence, rig, "body_ctrl", frame_num)
bool = unreal.ControlRigSequencerLibrary.get_local_control_rig_bool(level_sequence, rig, "twist_ctrl_vis", frame_num)
print(transform)
print(bool)
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获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
获取第0帧
frame_num = unreal.FrameNumber(0)
抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
获取本地控制数值,每个控制类型都会有其自己的功能
transform = unreal.ControlRigSequencerLibrary.get_local_control_rig_transform(level_sequence, rig, "body_ctrl", frame_num) bool = unreal.ControlRigSequencerLibrary.get_local_control_rig_bool(level_sequence, rig, "twist_ctrl_vis", frame_num)
print(transform) print(bool)
你还可以通过以下指令在任意帧数给任意控制设置指定的数值:
# 获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
# 抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
# 从ControlRigSequencerBindingProxy我们可以获取ControlRig对象
rig = rig_proxy.control_rig
# 获取当前时间
current_time = unreal.LevelSequenceEditorBlueprintLibrary.get_current_time()
# 将当前时间转换为帧数(FrameNumber)对象
current_frame = unreal.FrameNumber(current_time)
# 为控制创建适当的数值对象
transform_value = unreal.Transform(location=[0, 10, 20], rotation=[0,30,0], scale=[1,1,1])
bool_value = True
# 设置本地控制数值,每个控制类型都会有其自己的功能
# 每个类型的功能还会有一个set_key标记,默认为True
unreal.ControlRigSequencerLibrary.set_local_control_rig_transform(level_sequence, rig, "body_ctrl", frame_num, transform_value)
unreal.ControlRigSequencerLibrary.set_local_control_rig_bool(level_sequence, rig, "twist_ctrl_vis", frame_num, bool_value, set_key = False)
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获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
从ControlRigSequencerBindingProxy我们可以获取ControlRig对象
rig = rig_proxy.control_rig
获取当前时间
current_time = unreal.LevelSequenceEditorBlueprintLibrary.get_current_time()
将当前时间转换为帧数(FrameNumber)对象
current_frame = unreal.FrameNumber(current_time)
为控制创建适当的数值对象
transform_value = unreal.Transform(location=[0, 10, 20], rotation=[0,30,0], scale=[1,1,1])
bool_value = True
设置本地控制数值,每个控制类型都会有其自己的功能
每个类型的功能还会有一个set_key标记,默认为True
unreal.ControlRigSequencerLibrary.set_local_control_rig_transform(level_sequence, rig, "body_ctrl", frame_num, transform_value) unreal.ControlRigSequencerLibrary.set_local_control_rig_bool(level_sequence, rig, "twist_ctrl_vis", frame_num, bool_value, set_key = False)
关键帧
查询所选关键帧
# 从选定的关键帧中获取通道 - 假设有选择的话
keyed_channels = unreal.LevelSequenceEditorBlueprintLibrary.get_channels_with_selected_keys()
# 获取所选关键帧
selected_keys = unreal.LevelSequenceEditorBlueprintLibrary.get_selected_keys(keyed_channels[0])
# 获取通道对象
channel_obj = keyed_channels[0].section.get_channel(keyed_channels[0].channel_name)
# 将关键帧索引转换为关键帧对象
key_objs = channel_obj.get_keys_by_index(selected_keys)
# 打印所选关键帧的所有时间值
for key_obj in key_objs: print(key_obj.get_time().frame_number.value)
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从选定的关键帧中获取通道 - 假设有选择的话
keyed_channels = unreal.LevelSequenceEditorBlueprintLibrary.get_channels_with_selected_keys()
获取所选关键帧
selected_keys = unreal.LevelSequenceEditorBlueprintLibrary.get_selected_keys(keyed_channels[0])
获取通道对象
channel_obj = keyed_channels[0].section.get_channel(keyed_channels[0].channel_name)
将关键帧索引转换为关键帧对象
key_objs = channel_obj.get_keys_by_index(selected_keys)
打印所选关键帧的所有时间值
for key_obj in key_objs: print(key_obj.get_time().frame_number.value)
编辑关键帧选择
下方示例假设有一个使用人体模型/MH控制绑定的关卡序列,其关键帧位于 hand_l_fk_ctrl 上。
ls = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
start_frame = ls.get_playback_start()
end_frame = ls.get_playback_end()
# 获取控制绑定
rig = unreal.ControlRigSequencerLibrary.get_control_rigs(ls)[0]
rig_track = rig.track
keyed_section = rig_track.get_section_to_key()
# 通过提供简单的通道名称获取通道代理
sc = unreal.SequencerChannelProxy()
sc.section = keyed_section
sc.channel_name = 'hand_l_fk_ctrl.Location.X'
# 获取通道对象并获取所有关键帧对象
channel_obj = keyed_section.get_channel('hand_l_fk_ctrl.Location.X')
keys = channel_obj.get_keys()
# 供关键帧选择的空数组
timed_keys = []
# 循环遍历所有关键帧
for key in keys:
# 获取关键帧时间
key_time = key.get_time().frame_number.value
# 检查关键帧时间是否在起始帧之后和结束帧之前
if key_time >= start_frame+1 and key_time ls = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
start_frame = ls.get_playback_start()
end_frame = ls.get_playback_end()
# 获取控制绑定
rig = unreal.ControlRigSequencerLibrary.get_control_rigs(ls)[0]
rig_track = rig.track
keyed_section = rig_track.get_section_to_key()
# 通过提供简单的通道名称获取通道代理
sc = unreal.SequencerChannelProxy()
sc.section = keyed_section
sc.channel_name = 'hand_l_fk_ctrl.Location.X'
# 获取通道对象并获取所有关键帧对象
channel_obj = keyed_section.get_channel('hand_l_fk_ctrl.Location.X')
keys = channel_obj.get_keys()
# 供关键帧选择的空数组
timed_keys = []
# 循环遍历所有关键帧
for key in keys:
# 获取关键帧时间
key_time = key.get_time().frame_number.value
# 检查关键帧时间是否在起始帧之后和结束帧之前
if key_time >= start_frame+1 and key_time <= end_frame-1:
# 添加关键帧至数组
timed_keys.append(keys.index(key))
# 选择关键帧
unreal.LevelSequenceEditorBlueprintLibrary.select_keys(sc, timed_keys)
## 曲线编辑器
获取曲线编辑器
ses = unreal.get_editor_subsystem(unreal.LevelSequenceEditorSubsystem) curve_editor = ses.get_curve_editor() if not curve_editor.is_curve_editor_open(): curve_editor.open_curve_editor()
获取所选关键帧和通道
keyed_channels = curve_editor.get_channels_with_selected_keys() selected_keys = curve_editor.get_selected_keys(keyed_channels[0]) curve_editor.empty_selection()
重新选择所有关键帧
curve_editor.select_keys(selected_keys)
获取通道对象
channel_obj = keyed_channels[0].section.get_channel(keyed_channels[0].channel_name)
将关键帧索引转换为关键帧对象
key_objs = channel_obj.get_keys_by_index(selected_keys)
打印所选关键帧的所有时间
for key_obj in key_objs: print(key_obj.get_time())
关闭曲线编辑器
curve_editor.close_curve_editor() Copy full snippet
# 获取曲线编辑器
ses = unreal.get_editor_subsystem(unreal.LevelSequenceEditorSubsystem)
curve_editor = ses.get_curve_editor()
if not curve_editor.is_curve_editor_open(): curve_editor.open_curve_editor()
# 获取所选关键帧和通道
keyed_channels = curve_editor.get_channels_with_selected_keys()
selected_keys = curve_editor.get_selected_keys(keyed_channels[0])
curve_editor.empty_selection()
# 重新选择所有关键帧
curve_editor.select_keys(selected_keys)
# 获取通道对象
channel_obj = keyed_channels[0].section.get_channel(keyed_channels[0].channel_name)
# 将关键帧索引转换为关键帧对象
key_objs = channel_obj.get_keys_by_index(selected_keys)
# 打印所选关键帧的所有时间
for key_obj in key_objs: print(key_obj.get_time())
# 关闭曲线编辑器
curve_editor.close_curve_editor()
## 将动画序列加载到控制绑定分段
level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_focused_level_sequence() rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence) rig_proxy = rig_proxies[0] sequencer_binding_proxy = rig_proxy.proxy
要插入动画的帧
start_frame = unreal.FrameNumber(0)
从控制绑定采集影片场景分段
cr_tracks = sequencer_binding_proxy.find_tracks_by_type(unreal.MovieSceneControlRigParameterTrack) cr_movie_scene_section = cr_tracks[0].get_section_to_key()
引入动画以应用
anim_sequence = "/Game/Characters/Mannequins/Animations/Manny/MM_Walk_Fwd" anim_sequence = unreal.load_asset(anim_sequence)
获取骨骼网格体组件
seq_bindings = level_sequence.get_bindings() playback_range = level_sequence.get_playback_range() editor_system = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) world = editor_system.get_editor_world() bound_objects = unreal.SequencerTools.get_bound_objects(world, level_sequence, seq_bindings, playback_range)
注意:假设第一个绑定对象具有骨骼网格体
skel_mesh_comp = bound_objects[0].bound_objects[0].skeletal_mesh_component
将动画载入控制绑定(在后台使用逆向求解图)
unreal.ControlRigSequencerLibrary.load_anim_sequence_into_control_rig_section(cr_movie_scene_section, anim_sequence, skel_mesh_comp, start_frame, reset_controls = True) Copy full snippet
level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_focused_level_sequence()
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
rig_proxy = rig_proxies[0]
sequencer_binding_proxy = rig_proxy.proxy
# 要插入动画的帧
start_frame = unreal.FrameNumber(0)
# 从控制绑定采集影片场景分段
cr_tracks = sequencer_binding_proxy.find_tracks_by_type(unreal.MovieSceneControlRigParameterTrack)
cr_movie_scene_section = cr_tracks[0].get_section_to_key()
# 引入动画以应用
anim_sequence = "/Game/Characters/Mannequins/Animations/Manny/MM_Walk_Fwd"
anim_sequence = unreal.load_asset(anim_sequence)
# 获取骨骼网格体组件
seq_bindings = level_sequence.get_bindings()
playback_range = level_sequence.get_playback_range()
editor_system = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
world = editor_system.get_editor_world()
bound_objects = unreal.SequencerTools.get_bound_objects(world, level_sequence, seq_bindings, playback_range)
# 注意:假设第一个绑定对象具有骨骼网格体
skel_mesh_comp = bound_objects[0].bound_objects[0].skeletal_mesh_component
# 将动画载入控制绑定(在后台使用逆向求解图)
unreal.ControlRigSequencerLibrary.load_anim_sequence_into_control_rig_section(cr_movie_scene_section, anim_sequence, skel_mesh_comp, start_frame, reset_controls = True)
## 动画模式
[动画模式工具](https://dev.epicgames.com/documentation/unreal-engine/animation-editor-mode-in-unreal-engine#%E5%8A%A8%E7%94%BB%E6%A8%A1%E5%BC%8F%E5%B7%A5%E5%85%B7)也可以受Python脚本影响。以下是一些示例。
### Tween工具
以下指令可以用于[Tween工具](https://dev.epicgames.com/documentation/unreal-engine/animation-editor-mode-in-unreal-engine#tweens%E5%B7%A5%E5%85%B7):
将tween数值设为-1 - 1之间
-1会渲染到上一帧
1会渲染到下一帧
tween_value = -1
unreal.ControlRigSequencerLibrary.tween_control_rig(level_sequence, rig, tween_value) Copy full snippet
# 将tween数值设为-1 - 1之间
# -1会渲染到上一帧
# 1会渲染到下一帧
tween_value = -1
unreal.ControlRigSequencerLibrary.tween_control_rig(level_sequence, rig, tween_value)
### 吸附工具
以下指令可以用于[吸附工具](https://dev.epicgames.com/documentation/unreal-engine/animation-editor-mode-in-unreal-engine#%E5%90%B8%E9%99%84%E5%B7%A5%E5%85%B7)。如果驱动对象动画化,那么驱动对象必须添加至活跃序列。
获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
从ControlRigSequencerBindingProxy我们可以获取ControlRig对象
rig = rig_proxy.control_rig
获取编辑器Actor子系统来添加Actor
editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
向编辑器世界中添加一个立方体并设置位置
cube_mesh = unreal.load_asset("/Engine/BasicShapes/Cube") cube_location = unreal.Vector(0, 10, 20) cube_actor = editor_actor_subsystem.spawn_actor_from_object(cube_mesh, cube_location)
设置起始和结束帧范围
start_frame = unreal.FrameNumber(0) end_frame = unreal.FrameNumber(5)
为父级和子级创建ControlRigSnapperSelection对象
parent = unreal.ControlRigSnapperSelection() children = unreal.ControlRigSnapperSelection()
创建ActorForWorldTransforms对象
将立方体Actor设为父级
parent_actor = unreal.ActorForWorldTransforms() parent_actor.actor = cube_actor
创建ControlRigForWorldTransforms对象
设置到合适的控制绑定,将左手控制设为控制
这里可以有多个控制名称
child_control_rig = unreal.ControlRigForWorldTransforms() child_control_rig.control_rig = rig child_control_rig.control_names = ["hand_l_ctrl"]
使用ActorForWorldTransforms对象,将其设为父级ControlRigSnapperSelection
使用ControlRigForWorldTransforms对象,将其设为子级ControlRigSnapperSelection
parent.actors = [parent_actor] children.control_rigs = [child_control_rig]
创建并设置吸附设置
snap_settings = unreal.ControlRigSnapSettings() snap_settings.keep_offset = False snap_settings.snap_position = True snap_settings.snap_rotation = True snap_settings.snap_scale = False
从第0-5帧将左手控制吸附到立方体上
unreal.ControlRigSequencerLibrary.snap_control_rig(level_sequence, start_frame, end_frame, children, parent, snap_settings) Copy full snippet
# 获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
# 抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
# 从ControlRigSequencerBindingProxy我们可以获取ControlRig对象
rig = rig_proxy.control_rig
# 获取编辑器Actor子系统来添加Actor
editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
# 向编辑器世界中添加一个立方体并设置位置
cube_mesh = unreal.load_asset("/Engine/BasicShapes/Cube")
cube_location = unreal.Vector(0, 10, 20)
cube_actor = editor_actor_subsystem.spawn_actor_from_object(cube_mesh, cube_location)
# 设置起始和结束帧范围
start_frame = unreal.FrameNumber(0)
end_frame = unreal.FrameNumber(5)
# 为父级和子级创建ControlRigSnapperSelection对象
parent = unreal.ControlRigSnapperSelection()
children = unreal.ControlRigSnapperSelection()
# 创建ActorForWorldTransforms对象
# 将立方体Actor设为父级
parent_actor = unreal.ActorForWorldTransforms()
parent_actor.actor = cube_actor
# 创建ControlRigForWorldTransforms对象
# 设置到合适的控制绑定,将左手控制设为控制
# 这里可以有多个控制名称
child_control_rig = unreal.ControlRigForWorldTransforms()
child_control_rig.control_rig = rig
child_control_rig.control_names = ["hand_l_ctrl"]
# 使用ActorForWorldTransforms对象,将其设为父级ControlRigSnapperSelection
# 使用ControlRigForWorldTransforms对象,将其设为子级ControlRigSnapperSelection
parent.actors = [parent_actor]
children.control_rigs = [child_control_rig]
# 创建并设置吸附设置
snap_settings = unreal.ControlRigSnapSettings()
snap_settings.keep_offset = False
snap_settings.snap_position = True
snap_settings.snap_rotation = True
snap_settings.snap_scale = False
# 从第0-5帧将左手控制吸附到立方体上
unreal.ControlRigSequencerLibrary.snap_control_rig(level_sequence, start_frame, end_frame, children, parent, snap_settings)
### 空间切换
以下指令和示例可以用于[空间切换](https://dev.epicgames.com/documentation/unreal-engine/re-parent-control-rig-controls-in-real-time-in-unreal-engine).
要开始空间切换,需要创建空间关键帧。可以将控制的空间设置为其默认父级、世界空间或者任意指定帧数的另一个控制。
获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
在第0帧将左手控制的空间设置为世界空间
control_name = "hand_l_ctrl" space = unreal.ControlRigSequencerLibrary.get_world_space_reference_key() time = unreal.FrameNumber(value = 0)
unreal.ControlRigSequencerLibrary.set_control_rig_space(level_sequence, rig, control_name, space, time)
然后,在第30帧将空间切换设置到头部
space = unreal.RigElementKey(type = unreal.RigElementType.CONTROL, name = "head_ctrl") time = unreal.FrameNumber(value = 30)
unreal.ControlRigSequencerLibrary.set_control_rig_space(level_sequence, rig, control_name, space, time)
最后,在第60帧将空间切换设置到其默认父级
space = unreal.ControlRigSequencerLibrary.get_default_parent_key() time = unreal.FrameNumber(value = 60)
unreal.ControlRigSequencerLibrary.set_control_rig_space(level_sequence, rig, control_name, space, time) Copy full snippet
# 获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
# 抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
# 从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
# 在第0帧将左手控制的空间设置为世界空间
control_name = "hand_l_ctrl"
space = unreal.ControlRigSequencerLibrary.get_world_space_reference_key()
time = unreal.FrameNumber(value = 0)
unreal.ControlRigSequencerLibrary.set_control_rig_space(level_sequence, rig, control_name, space, time)
# 然后,在第30帧将空间切换设置到头部
space = unreal.RigElementKey(type = unreal.RigElementType.CONTROL, name = "head_ctrl")
time = unreal.FrameNumber(value = 30)
unreal.ControlRigSequencerLibrary.set_control_rig_space(level_sequence, rig, control_name, space, time)
# 最后,在第60帧将空间切换设置到其默认父级
space = unreal.ControlRigSequencerLibrary.get_default_parent_key()
time = unreal.FrameNumber(value = 60)
unreal.ControlRigSequencerLibrary.set_control_rig_space(level_sequence, rig, control_name, space, time)
空间关键帧创建好后,可以通过以下指令将它们移动到任意帧数:
获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
从设置空间关键帧示例中假设我们的空间关键帧位于第0、30和60帧的
左手控制上。我们将空间关键帧移动到第30和45帧
control_name = "hand_l_ctrl" old_time = unreal.FrameNumber(value = 30) new_time = unreal.FrameNumber(value = 45)
unreal.ControlRigSequencerLibrary.move_control_rig_space(level_sequence, rig, control_name, old_time, new_time) Copy full snippet
# 获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
# 抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
# 从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
# 从设置空间关键帧示例中假设我们的空间关键帧位于第0、30和60帧的
# 左手控制上。我们将空间关键帧移动到第30和45帧
control_name = "hand_l_ctrl"
old_time = unreal.FrameNumber(value = 30)
new_time = unreal.FrameNumber(value = 45)
unreal.ControlRigSequencerLibrary.move_control_rig_space(level_sequence, rig, control_name, old_time, new_time)
可以使用以下指令来删除空间关键帧:
获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
从移动空间关键帧示例中假设我们的空间关键帧位于第0、45和60帧的
左手控制上。现在我们移除第45帧的空间关键帧
control_name = "hand_l_ctrl" time = unreal.FrameNumber(value = 45)
unreal.ControlRigSequencerLibrary.delete_control_rig_space(level_sequence, rig, control_name, time) Copy full snippet
# 获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
# 抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
# 从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
# 从移动空间关键帧示例中假设我们的空间关键帧位于第0、45和60帧的
# 左手控制上。现在我们移除第45帧的空间关键帧
control_name = "hand_l_ctrl"
time = unreal.FrameNumber(value = 45)
unreal.ControlRigSequencerLibrary.delete_control_rig_space(level_sequence, rig, control_name, time)
可以使用以下指令将最终动画烘焙到指定的空间:
获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
获取所有选中的绑定控制
control_names = rig.current_control_selection()
从关卡序列中获取起始和结束帧,为烘焙设置创建帧数(FrameNumber)对象
start_frame_num = level_sequence.get_playback_start() end_frame_num = level_sequence.get_playback_end()
start_frame = unreal.FrameNumber(value = start_frame_num) end_frame = unreal.FrameNumber(value = end_frame_num)
为空间设置烘焙设置,我们将要烘焙到默认父级空间
space_bake_settings = unreal.RigSpacePickerBakeSettings() space_bake_settings.target_space = unreal.ControlRigSequencerLibrary.get_default_parent_key() space_bake_settings.start_frame = start_frame space_bake_settings.end_frame = end_frame space_bake_settings.reduce_keys = False space_bake_settings.tolerance = 0
unreal.ControlRigSequencerLibrary.bake_control_rig_space(level_sequence, rig, control_names, space_bake_settings) Copy full snippet
# 获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
# 抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
# 从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
# 获取所有选中的绑定控制
control_names = rig.current_control_selection()
# 从关卡序列中获取起始和结束帧,为烘焙设置创建帧数(FrameNumber)对象
start_frame_num = level_sequence.get_playback_start()
end_frame_num = level_sequence.get_playback_end()
start_frame = unreal.FrameNumber(value = start_frame_num)
end_frame = unreal.FrameNumber(value = end_frame_num)
# 为空间设置烘焙设置,我们将要烘焙到默认父级空间
space_bake_settings = unreal.RigSpacePickerBakeSettings()
space_bake_settings.target_space = unreal.ControlRigSequencerLibrary.get_default_parent_key()
space_bake_settings.start_frame = start_frame
space_bake_settings.end_frame = end_frame
space_bake_settings.reduce_keys = False
space_bake_settings.tolerance = 0
unreal.ControlRigSequencerLibrary.bake_control_rig_space(level_sequence, rig, control_names, space_bake_settings)
### 动画模式设置
[动画模式设置](https://dev.epicgames.com/documentation/unreal-engine/python-scripting-for-animating-with-control-rig-in-unreal-engine#%E5%8A%A8%E7%94%BB%E6%A8%A1%E5%BC%8F%E8%AE%BE%E7%BD%AE)可以通过Python脚本来编辑。每个属性使用以下术语:
| 名称 | 描述 |
|---|---|
| bDisplayHierarchy | 在角色上绘制骨骼。 |
| bDisplayNulls | 在角色上绘制Null。 |
| bHideManipulators | 在视口中隐藏所有控制。如果启用了 Display Hierarchy 或者 Display Nulls ,那么也会隐藏骨骼和Null。 |
| bCoordSystemPerWidgetMode | 在视口中改变小工具模式时恢复坐标空间。 |
| bOnlySelectRigControls | 启用后,视口中将仅能选择控制绑定控制。所有其余物体,包括角色,都不能选择。 |
| bLocalTransformsInEachLocalSpace | 启用后,如果你的转换小工具设为本地坐标,将会把每个选中的控制相对于它们的本地转换空间进行转换。 |
| GizmoScale | 放大或者缩小小工具尺寸。 |
可以使用以下指令:
载入模式设置类并获取默认对象
ControlRigSettingsClass = unreal.load_class(None, '/Script/ControlRigEditor.ControlRigEditModeSettings') ControlRigSettings = unreal.get_default_object(ControlRigSettingsClass)
打印输出检索的数据
print(ControlRigSettings.get_editor_property('bDisplayHierarchy')) print(ControlRigSettings.get_editor_property('bDisplayNulls')) print(ControlRigSettings.get_editor_property(GizmoScale))
设置属性
ControlRigSettings.set_editor_property('bDisplayHierarchy', True) ControlRigSettings.set_editor_property('bDisplayNulls', True) ControlRigSettings.set_editor_property('GizmoScale', 5) Copy full snippet
# 载入模式设置类并获取默认对象
ControlRigSettingsClass = unreal.load_class(None, '/Script/ControlRigEditor.ControlRigEditModeSettings')
ControlRigSettings = unreal.get_default_object(ControlRigSettingsClass)
# 打印输出检索的数据
print(ControlRigSettings.get_editor_property('bDisplayHierarchy'))
print(ControlRigSettings.get_editor_property('bDisplayNulls'))
print(ControlRigSettings.get_editor_property(GizmoScale))
# 设置属性
ControlRigSettings.set_editor_property('bDisplayHierarchy', True)
ControlRigSettings.set_editor_property('bDisplayNulls', True)
ControlRigSettings.set_editor_property('GizmoScale', 5)
## 约束
约束用于创建两个对象之间的关系。这对于动画创作非常有用。你可以将约束添加到动画和非动画场景中。
### 使摄像机视角受限于不使用Sequencer的立方体
import unreal
创建摄像机
camera_location = unreal.Vector(0.0,0.0,200.0) camera_actor = unreal.EditorLevelLibrary().spawn_actor_from_class(unreal.CineCameraActor, camera_location) camera_actor.set_actor_label('CineCameraActor')
创建立方体
obj = unreal.load_asset("/Engine/BasicShapes/Cube") cube_location = unreal.Vector(400.0,0.0,200.0) cube_actor = unreal.EditorLevelLibrary().spawn_actor_from_object(obj, cube_location) cube_actor.set_actor_label('CubeActor')
获取编辑器世界
world = unreal.EditorLevelLibrary().get_editor_world()
创建约束库
constraints_lib = unreal.ConstraintsScriptingLibrary()
创建摄像机的子控点
child_handle = constraints_lib.create_transformable_component_handle(world, camera_actor.root_component, "")
创建立方体的父控点
parent_handle = constraints_lib.create_transformable_component_handle(world, cube_actor.root_component, "")
创建并添加约束(注意,如果需要,这将创建约束管理器)
look_at_constraint = constraints_lib.create_from_type(world, unreal.TransformConstraintType.LOOK_AT) constraints_lib.add_constraint(world, parent_handle, child_handle, look_at_constraint, True) Copy full snippet
import unreal
# 创建摄像机
camera_location = unreal.Vector(0.0,0.0,200.0)
camera_actor = unreal.EditorLevelLibrary().spawn_actor_from_class(unreal.CineCameraActor, camera_location)
camera_actor.set_actor_label('CineCameraActor')
# 创建立方体
obj = unreal.load_asset("/Engine/BasicShapes/Cube")
cube_location = unreal.Vector(400.0,0.0,200.0)
cube_actor = unreal.EditorLevelLibrary().spawn_actor_from_object(obj, cube_location)
cube_actor.set_actor_label('CubeActor')
# 获取编辑器世界
world = unreal.EditorLevelLibrary().get_editor_world()
# 创建约束库
constraints_lib = unreal.ConstraintsScriptingLibrary()
# 创建摄像机的子控点
child_handle = constraints_lib.create_transformable_component_handle(world, camera_actor.root_component, "")
# 创建立方体的父控点
parent_handle = constraints_lib.create_transformable_component_handle(world, cube_actor.root_component, "")
# 创建并添加约束(注意,如果需要,这将创建约束管理器)
look_at_constraint = constraints_lib.create_from_type(world, unreal.TransformConstraintType.LOOK_AT)
constraints_lib.add_constraint(world, parent_handle, child_handle, look_at_constraint, True)
### 使控制绑定控制点父级受限于使用Sequencer的立方体
获取当前关卡序列
level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
在Sequencer内获取控制绑定 - 返回ControlRigSequencerBindingProxy列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
获取首个所选的控制点
selected_ctrl = rig.current_control_selection()[0]
创建将驱动控制点的立方体
obj = unreal.load_asset("/Engine/BasicShapes/Cube") cube_location = unreal.Vector(400.0,0.0,200.0) cube_actor = unreal.EditorLevelLibrary().spawn_actor_from_object(obj, cube_location)
获取世界
world = unreal.EditorLevelLibrary().get_editor_world()
创建约束的脚本编写库对象
constraints_lib = unreal.ConstraintsScriptingLibrary()
为控制绑定控制点创建子控点
child_handle = rig.create_transformable_control_handle(selected_ctrl)
为立方体创建父控点
parent_handle = constraints_lib.create_transformable_component_handle(world, cube_actor.root_component, "")
创建父约束对象
parent_constraint = constraints_lib.create_from_type(world, unreal.TransformConstraintType.PARENT)
添加带有控点的约束,并关闭维持偏移
constraints_lib.add_constraint(world, parent_handle, child_handle, parent_constraint, False) Copy full snippet
# 获取当前关卡序列
level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
# 在Sequencer内获取控制绑定 - 返回ControlRigSequencerBindingProxy列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
# 抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
# 从ControlRigSequencerBindingProxy,我们可以获取ControlRig对象
rig = rig_proxy.control_rig
# 获取首个所选的控制点
selected_ctrl = rig.current_control_selection()[0]
# 创建将驱动控制点的立方体
obj = unreal.load_asset("/Engine/BasicShapes/Cube")
cube_location = unreal.Vector(400.0,0.0,200.0)
cube_actor = unreal.EditorLevelLibrary().spawn_actor_from_object(obj, cube_location)
# 获取世界
world = unreal.EditorLevelLibrary().get_editor_world()
# 创建约束的脚本编写库对象
constraints_lib = unreal.ConstraintsScriptingLibrary()
# 为控制绑定控制点创建子控点
child_handle = rig.create_transformable_control_handle(selected_ctrl)
# 为立方体创建父控点
parent_handle = constraints_lib.create_transformable_component_handle(world, cube_actor.root_component, "")
# 创建父约束对象
parent_constraint = constraints_lib.create_from_type(world, unreal.TransformConstraintType.PARENT)
# 添加带有控点的约束,并关闭维持偏移
constraints_lib.add_constraint(world, parent_handle, child_handle, parent_constraint, False)
## 烘焙和合并
### 烘焙到控制绑定
如果Sequencer中Actor上已经有了一个动画序列,那么可以通过将当前动画烘焙到控制绑定来创建控制绑定轨道。请使用以下指令:
获取当前编辑器关卡
editor_system = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) world = editor_system.get_editor_world()
获取动画序列导出选项
anim_seq_export_options = unreal.AnimSeqExportOption() anim_seq_export_options.export_transforms = True anim_seq_export_options.export_curves = True
获取关键帧容忍数和关键帧减少状态
tolerance = 0.01 reduce_keys = False
烘焙到控制绑定
unreal.ControlRigSequencerLibrary.bake_to_control_rig(world, level_sequence, rig_class, anim_seq_export_options, False, tolerance, actor_binding) Copy full snippet
# 获取当前编辑器关卡
editor_system = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
world = editor_system.get_editor_world()
# 获取动画序列导出选项
anim_seq_export_options = unreal.AnimSeqExportOption()
anim_seq_export_options.export_transforms = True
anim_seq_export_options.export_curves = True
# 获取关键帧容忍数和关键帧减少状态
tolerance = 0.01
reduce_keys = False
# 烘焙到控制绑定
unreal.ControlRigSequencerLibrary.bake_to_control_rig(world, level_sequence, rig_class, anim_seq_export_options, False, tolerance, actor_binding)
### 烘焙到动画序列
控制绑定动画完成后,可以将动画作为动画序列导出,以便在虚幻引擎的其它地方使用。请使用以下指令:
获取当前关卡序列
level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
获取名称为SK Mannequin的SkeletaMeshActor绑定
这是将Mannequin_ControlRig拖进关卡编辑器时的默认名称
binding = level_sequence.find_binding_by_name("SK Mannequin")
抓取关卡编辑器世界
editor_subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem) world = editor_subsystem.get_editor_world()
创建动画序列导出选项
anim_seq_export_options = unreal.AnimSeqExportOption() anim_seq_export_options.export_transforms = True anim_seq_export_options.export_morph_targets = True
获取资产工具
创建空的动画序列 - /Game/Test_Anim
asset_tools = unreal.AssetToolsHelpers.get_asset_tools() anim_sequence = unreal.AssetTools.create_asset(asset_tools, asset_name = "Test_Anim", package_path = "/Game/", asset_class = unreal.AnimSequence, factory = unreal.AnimSequenceFactory())
烘焙至创建的动画序列
unreal.SequencerTools.export_anim_sequence(world, level_sequence, anim_sequence, anim_seq_export_options, binding, False)
如果我们想创建链接的动画序列,只需将最后一个参数改为True
unreal.SequencerTools.export_anim_sequence(world, level_sequence, anim_sequence, anim_seq_export_options, binding, True) Copy full snippet
# 获取当前关卡序列
level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
# 获取名称为SK Mannequin的SkeletaMeshActor绑定
# 这是将Mannequin_ControlRig拖进关卡编辑器时的默认名称
binding = level_sequence.find_binding_by_name("SK Mannequin")
# 抓取关卡编辑器世界
editor_subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
world = editor_subsystem.get_editor_world()
# 创建动画序列导出选项
anim_seq_export_options = unreal.AnimSeqExportOption()
anim_seq_export_options.export_transforms = True
anim_seq_export_options.export_morph_targets = True
# 获取资产工具
# 创建空的动画序列 - /Game/Test_Anim
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
anim_sequence = unreal.AssetTools.create_asset(asset_tools, asset_name = "Test_Anim", package_path = "/Game/", asset_class = unreal.AnimSequence, factory = unreal.AnimSequenceFactory())
# 烘焙至创建的动画序列
unreal.SequencerTools.export_anim_sequence(world, level_sequence, anim_sequence, anim_seq_export_options, binding, False)
# 如果我们想创建链接的动画序列,只需将最后一个参数改为True
unreal.SequencerTools.export_anim_sequence(world, level_sequence, anim_sequence, anim_seq_export_options, binding, True)
### 合并动画层级
如果你在控制绑定轨道中使用多个分段和层级,你使用以下指令可以将它们烘焙合并至一个层级:
获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
从ControlRigSequencerBindingProxy我们可以获取MovieSceneControlRigParameterTrack对象
通过该轨道,我们可以将轨道中的所有分段折叠为一个分段
rig_track = rig_proxy.track
unreal.ControlRigSequencerLibrary.collapse_control_rig_anim_layers (level_sequence, rig_track, key_reduce = False, tolerance = 0.001) Copy full snippet
# 获取Sequncer中的控制绑定 - 返回一个包含ControlRigSequencerBindingProxy的列表
rig_proxies = unreal.ControlRigSequencerLibrary.get_control_rigs(level_sequence)
# 抓取第一个代理 - 假设是Mannequin_ControlRig
rig_proxy = rig_proxies[0]
# 从ControlRigSequencerBindingProxy我们可以获取MovieSceneControlRigParameterTrack对象
# 通过该轨道,我们可以将轨道中的所有分段折叠为一个分段
rig_track = rig_proxy.track
unreal.ControlRigSequencerLibrary.collapse_control_rig_anim_layers
(level_sequence, rig_track, key_reduce = False, tolerance = 0.001)
### 从关卡序列访问链接的动画序列
首先获取当前关卡序列
level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
然后检查是否有动画序列链接
link_check = unreal.SequencerTools.get_anim_sequence_link_from_level_sequence(level_sequence)
如果有...
if link_check:
# 获取链接
links = link_check.anim_sequence_links
# 循环遍历所有链接
for link in links:
# 获取软对象路径
anim_seq_soft_path = link.path_to_anim_sequence
# 解析它以获取资产
anim_seq = unreal.SystemLibrary.conv_soft_obj_path_to_soft_obj_ref(anim_seq_soft_path)
Copy full snippet
# 首先获取当前关卡序列
level_sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
# 然后检查是否有动画序列链接
link_check = unreal.SequencerTools.get_anim_sequence_link_from_level_sequence(level_sequence)
# 如果有...
if link_check:
# 获取链接
links = link_check.anim_sequence_links
# 循环遍历所有链接
for link in links:
# 获取软对象路径
anim_seq_soft_path = link.path_to_anim_sequence
# 解析它以获取资产
anim_seq = unreal.SystemLibrary.conv_soft_obj_path_to_soft_obj_ref(anim_seq_soft_path)
### 从动画序列访问链接的关卡序列
假设内容文件夹内存在链接的动画序列,名为Test_Anim
anim_seq = unreal.load_object("/Game/Test_Anim")
检查是否有链接
link = unreal.SequencerTools.get_level_sequence_link_from_anim_sequence(anim_seq)
如果有...
if link:
# 获取软对象路径
level_seq_soft_path = link.path_to_level_sequence
# 解析它以获取资产
level_seq = unreal.SystemLibrary.conv_soft_obj_path_to_soft_obj_ref(level_seq_soft_path)
Copy full snippet ```
假设内容文件夹内存在链接的动画序列,名为Test_Anim
anim_seq = unreal.load_object("/Game/Test_Anim")
检查是否有链接
link = unreal.SequencerTools.get_level_sequence_link_from_anim_sequence(anim_seq)
如果有...
if link:
# 获取软对象路径
level_seq_soft_path = link.path_to_level_sequence
# 解析它以获取资产
level_seq = unreal.SystemLibrary.conv_soft_obj_path_to_soft_obj_ref(level_seq_soft_path)
